New Linnus (Shadow of Rappel)

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aesylwinn
Posts: 241
Joined: 14 Dec 2015, 20:30

Re: New Linnus (Shadow of Rappel)

Post by aesylwinn » 17 Aug 2016, 17:24

That looks pretty cool.

OpenMicroWave
Posts: 13
Joined: 01 Apr 2016, 11:19

Re: New Linnus (Shadow of Rappel)

Post by OpenMicroWave » 18 Aug 2016, 10:11

Last edited by OpenMicroWave on 21 Nov 2016, 14:09, edited 1 time in total.

GeorgeTheWarp
Posts: 40
Joined: 02 Jun 2016, 02:56

Re: Shadow of Rappel

Post by GeorgeTheWarp » 21 Aug 2016, 05:05

OpenMicroWave wrote:I might have NPCs functional soon, so I´ve been thinking about dialogue structure. Thus far I´ve come up with something along the lines of the following.

Click on topic. NPC spits out some dialogue, you then get 4 ways to respond:

{Good]
[Faithful]
[Sarcastic]
[Thieving]
[Evil]
[Dumb] (low intelligence)
{Silent] (say nothing)
[Uncaring] (exit conversation)

So you basically have 8 different ways to interact when given the choice. Is there anything more I should add for better roleplay purposes?
You done goofed, mate. You readded Fallout 4 dialogue system with more options.

But might want to add "Polite, Normal, Blunt" options for all these dialogues, Daggerfall-style. So you could play a polite psychopath, or a really polite imbecile.

Also, might want to consider addign to all NPCs a [Work] dialogue option, to ask for work. As for the polite, blunt, and normal option, I think you might want to write a small script and extend the GUI a little bit. Probably wouldn't too much pain, and you know, mixing up two of the best worlds together.

Might also want to add a "Looking for...". You'd be greeted then by a dialogue option asking you for either building, person, work, etc. Always with the Polite, Normal, Blunt options. That way, asking someone politely might get you an answer, but sometimes people prefer to be treated like imbeciles, and asking them bluntly would lower yourself to their level and let you have an answer. Myself thinking of developping a game, it is the way I'd implement dialogue in OpenMW.

And also, you might want to add a [Lie] option. Because that works great, doesn't it?

OpenMicroWave
Posts: 13
Joined: 01 Apr 2016, 11:19

Re: New Linnus (Shadow of Rappel)

Post by OpenMicroWave » 22 Aug 2016, 15:03

Last edited by OpenMicroWave on 21 Nov 2016, 08:14, edited 1 time in total.

OpenMicroWave
Posts: 13
Joined: 01 Apr 2016, 11:19

Re: New Linnus (Shadow of Rappel)

Post by OpenMicroWave » 30 Sep 2016, 16:02

Last edited by OpenMicroWave on 21 Nov 2016, 08:14, edited 1 time in total.

silentthief
Posts: 287
Joined: 18 Apr 2013, 01:20
Location: Currently traversing the Ascadian Isles

Re: New Linnus (Shadow of Rappel)

Post by silentthief » 01 Oct 2016, 19:24

loving these screenshots. Keep up the awesome work

ST the inspired
"Hurry, hurry! Last boat to Solstheim! Until the next one. Hah-ha-hah."

OpenMicroWave
Posts: 13
Joined: 01 Apr 2016, 11:19

Re: New Linnus (Shadow of Rappel)

Post by OpenMicroWave » 02 Oct 2016, 16:15

Icon isn't made by me but I thought I'd share my experiment at swapping mouse cursors.

http://i.imgur.com/o5EjuMV.jpg
Last edited by OpenMicroWave on 21 Nov 2016, 08:13, edited 1 time in total.

OpenMicroWave
Posts: 13
Joined: 01 Apr 2016, 11:19

Re: New Linnus (Shadow of Rappel)

Post by OpenMicroWave » 10 Oct 2016, 14:54

Last edited by OpenMicroWave on 21 Nov 2016, 08:12, edited 1 time in total.

OpenMicroWave
Posts: 13
Joined: 01 Apr 2016, 11:19

Re: New Linnus

Post by OpenMicroWave » 21 Nov 2016, 08:12

It's been quiet for some time.

The city of New Linnus has progressed a bit. There is a fairly lengthy path of streets you can walk through with interesting sights and curiosities. Alternatively you can climb it all on the rooftops, if your acrobatics is high enough.

On December I'm going to open a community hub outside the OpenMW forums. I don't expect for people to appear out of nowhere, but I will be posting something like monthly updates with screenshots there and attempt to start gaining momentum.

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